Esempio n. 1
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        private List <ChunkFacade> SpawnChunkFacades(SprintRequest sprintRequest)
        {
            List <ChunkFacade> chunkFacades = new List <ChunkFacade>();

            int chunkNum    = sprintRequest.startChunkNum;
            int endChunkNum = chunkNum - sprintRequest.chunkCount;

            int offset = sprintRequest.checkpointOverride ? 0 : 1;

            for (; chunkNum > endChunkNum + offset; --chunkNum)
            {
                ChunkRequest chunkRequest = new ChunkRequest()
                {
                    chunkNum          = chunkNum,
                    chunkCount        = sprintRequest.totalChunkCount,
                    sprintEndChunkNum = endChunkNum + 1,
                    biome             = biomePickingStrategy.Pick(biomes, altitude),
                };

                ChunkFacade chunkFacade = chunkFacadeFactory.Create(chunkRequest);
                altitude = chunkFacade.Position.y;

                chunkFacades.Add(chunkFacade);
            }

            return(chunkFacades);
        }
Esempio n. 2
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        private void ComputeSpiralPath()
        {
            ChunkManager chunkManager = stateMachine.ChunkManager;

            path = new Vector3[chunkManager.ChunkCount - 1];

            int         i = 0;
            ChunkFacade previousChunkFacade = chunkManager.PeakChunkFacade.PreviousChunkFacade;

            while (previousChunkFacade != null)
            {
                if (previousChunkFacade.PreviousChunkFacade == null)
                {
                    StartingZoneView startingZoneView = previousChunkFacade.ChunkView.GetComponentInChildren <StartingZoneView>();
                    path[i] = startingZoneView.NormalSpawn.Position;
                }
                else
                {
                    path[i] = previousChunkFacade.ChunkView.Position + (Vector3.up * previousChunkFacade.ChunkView.ChunkFeatureView.EntryAltitude);
                }

                i++;
                previousChunkFacade = previousChunkFacade.PreviousChunkFacade;
            }
        }
Esempio n. 3
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        private ChunkFacade SpawnStartingChunkFacade()
        {
            ChunkRequest chunkRequest = new ChunkRequest()
            {
                chunkNum          = chunkCount,
                chunkCount        = chunkCount,
                sprintEndChunkNum = chunkCount,
                biome             = settings.startingZoneBiome,
            };

            ChunkFacade chunkFacade = chunkFacadeFactory.Create(chunkRequest);

            chunkFacade.Name = "Starting Zone";

            return(chunkFacade);
        }
Esempio n. 4
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        private void LinkChunks()
        {
            ChunkFacade previousChunkFacade = startingChunkFacade;

            foreach (Sprint sprint in sprints)
            {
                foreach (ChunkFacade chunkFacade in sprint.ChunkFacades)
                {
                    chunkFacade.PreviousChunkFacade = previousChunkFacade;
                    previousChunkFacade             = chunkFacade;
                }
            }

            foreach (ChunkFacade chunkFacade in peakChunkFacades)
            {
                chunkFacade.PreviousChunkFacade = previousChunkFacade;
                previousChunkFacade             = chunkFacade;
            }
        }
Esempio n. 5
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        public Checkpoint Create(ChunkRequest chunkRequest, float altitude)
        {
            ChunkRequest checkpointRequest = new ChunkRequest()
            {
                chunkNum          = chunkRequest.chunkNum,
                chunkCount        = chunkRequest.chunkCount,
                sprintEndChunkNum = chunkRequest.sprintEndChunkNum,
                biome             = biomePickingStrategy.Pick(biomes, altitude),
            };

            ChunkFacade chunkFacade = chunkFacadeFactory.Create(checkpointRequest);
            Checkpoint  checkpoint  = container.Instantiate <Checkpoint>(checkpointNum, chunkFacade);

            checkpointNum++;

            checkpoint.Initialize();

            return(checkpoint);
        }
Esempio n. 6
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 public Checkpoint(
     int checkpointNum,
     ChunkFacade chunkFacade,
     SpawnManager spawnManager,
     CheckpointManager checkpointManager,
     AetherManager aetherManager,
     InputManager inputManager,
     PlayerManager playerManager,
     ReadySetGoManager readySetGoManager,
     DeathManager deathManager)
 {
     this.checkpointNum     = checkpointNum;
     this.chunkFacade       = chunkFacade;
     this.spawnManager      = spawnManager;
     this.checkpointManager = checkpointManager;
     this.aetherManager     = aetherManager;
     this.inputManager      = inputManager;
     this.playerManager     = playerManager;
     this.readySetGoManager = readySetGoManager;
     this.deathManager      = deathManager;
 }
Esempio n. 7
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        public void Initialize()
        {
            ChunkFacade      startingChunkFacade = chunkManager.StartingChunkFacade;
            StartingZoneView startingZoneView    = startingChunkFacade.ChunkView.GetComponentInChildren <StartingZoneView>();;

            spawnManager.CurrentSpawnView = startingZoneView.InitialSpawn.GetComponentInChildren <SpawnView>();

            gameStateTrigger.Fire(GameStateType.Play);

            foreach (Input input in gameStateMachine.GameReadyState.SelectedInputs)
            {
                PlayerFacade playerFacade = playerManager.SpawnPlayer(input, gameStateMachine.GameReadyState.ChosenCharacterType(input));
                deathManager.AddPlayer(input);

                float randomFactor = Mathf.Pow(UnityEngine.Random.value * 2, 2) / 4;
                playerFacade.Position += Vector3.up * randomFactor * settings.spawnAltitudeRange;

                playerFacade.Freefall();
                playerFacade.Player.Gravity = 1f;
                playerFacade.MoveDirection  = Vector3.zero;

                playerFacade.ProbeGround();
            }

            spawnManager.CurrentSpawnView = startingZoneView.NormalSpawn.GetComponentInChildren <SpawnView>();

            cameraView.IsActive = true;
            cameraAnchorManager.ResetAnchor();
            cameraManager.ResetCamera();

            deathManager.IsActive = true;

            mistManager.IsActive = true;
            mistManager.UpdateMistPosition(spawnManager.CurrentSpawnView.Position.y);

            rankManager.IsActive = true;

            aetherManager.GameTimer = Time.time;
        }
Esempio n. 8
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        private List <ChunkFacade> SpawnPeakChunkFacades()
        {
            List <ChunkFacade> peakChunkFacades = new List <ChunkFacade>();

            for (int chunkNum = settings.peakChunkCount - 1; chunkNum >= 0; --chunkNum)
            {
                ChunkRequest chunkRequest = new ChunkRequest()
                {
                    chunkNum          = chunkNum,
                    chunkCount        = chunkCount,
                    sprintEndChunkNum = 0,
                    biome             = settings.peakBiome,
                };

                ChunkFacade chunkFacade = chunkFacadeFactory.Create(chunkRequest);
                chunkFacade.Name = "Peak";

                peakChunkFacades.Add(chunkFacade);
            }

            return(peakChunkFacades);
        }
Esempio n. 9
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        public void ResetVariables()
        {
            chunkCount          = CountChunks() + settings.peakChunkCount;
            startingChunkFacade = SpawnStartingChunkFacade();
            cinematicManager.StartingZoneView = startingChunkFacade.ChunkView.GetComponentInChildren <StartingZoneView>();

            sprints = SpawnSprints();
            sprintManager.SetSprintCount(sprints.Count);

            peakChunkFacades = SpawnPeakChunkFacades();
            peakChunkFacade  = peakChunkFacades[peakChunkFacades.Count - 1];
            peakZoneView     = peakChunkFacade.ChunkView.GetComponentInChildren <PeakZoneView>();

            cinematicManager.PeakZoneView = peakZoneView;
            peakCheckpoint = SpawnPeakCheckpoint();
            checkpointManager.LastCheckpoint = peakCheckpoint;

            lastSprint.Checkpoint = peakCheckpoint;
            secondLastSprint.Checkpoint.NextCheckpoint = lastSprint.Checkpoint;

            LinkChunks();

            gameStateMachine.ChunkManager = this;
        }